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RaeFromStateFarm

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Everything posted by RaeFromStateFarm

  1. I'm trying to create an asset that uses the taxi as a template, the files being used for this asset are a 180kb fbx file and 4 png files that are 1.38mb total in size, yet somehow the crp file keeps compiling to 9mb+. I have no clue what i'm doing wrong
  2. For some reason my custom building asset keeps getting this issue whenever it uses my custom props. When i make a version without props then there issue vanishes. I have the prop installed already so it can't be that i'm missing the prop so what gives?
  3. My vehicle for some reason has this spotty look whenever the sun shines on the vehicle from a certain angle.
  4. Whats wrong with my texture?

    Never noticed until now
  5. Everytime i set my file's system unit scale and grid settings in 3dsmax and export it into the addons>import folder, the settings remain just as i left them until i open up asset editor in cities skylines and import them. My custom lod can't even be seen because the game keeps shrinking it to be way smaller than the main model even though i set them both to be about the same size. When i close CS and open up both files in 3ds max. the system unit scale and grid settings seem to be different than the way i left them before opening CS. Also the game keeps adding about 2,000 polys, i cant figure out what the problem is
  6. 1. I tried using ronyx's script to show textures for sub levels in mod tools, the textures mostly show up but some parts flicker and seem to be fused with the diffuse texture 2. Is there a way to use the clip terrain tool with a smaller scale or brush? The clip tool takes one block at a time and is too big for my liking and is causing issues
  7. Sublevel problems in building asset [HELP]

    Thanks, it worked great
  8. I'm trying to flatten a model's uv map before i render it to texture in 3dsmax. When i flatten it the faces are butchered into so many tiny pieces instead of being properly layered though that it ruins the model. This is what happens to the faces after i flatten them: Vs what's seen in a tutorial: And this is what the diffuse render looks like after i'm done: I should add the model im doing uses over 20 separate but small textures in sketchup and the model it's self is already bombed and only has one layer. Is it maybe my model has too many faces? Also this is the tutorial i'm following:
  9. Still happens after i reduced it to less than 10k tris
  10. Its a problem on my end cause when i flatten i have so many separated faces and when i render to texture the textures are too low quality due to how small and separated each face is
  11. Im just trying to bake all the textures into one and keep the uv map placement so i dont have to retexture so i can import this into CS already
  12. I thought all the arches would be flattened ontop of one another
  13. Whenever i import my sketchup model into 3dsmax i keep getting issues with some textures missing or misplaced, which is weird since the very same texture appears in some parts of the model but not others. Also whenever i switch from "Realistic" view to "Shaded" in 3dsmax theres rendering issues like parts of the building being transparent. I've tried alot of different things like instead exporting the sketchup file to .OBJ or FBX but the same issues keep happening. In sketchup: In 3dsmax: The transparency issue:
  14. [HELP] Importing sketchup into 3dsmax issues

    I did save to sketchup8. I've already textured in sketchup which i prefer due to it's paint tools and texture moving abilities. I'm following this tutorial which is why i didnt texture in 3dsmax
  15. [HELP] Importing sketchup into 3dsmax issues

    BUMP: Actually i partially fixed the issue, the textures were wrong because the faces were reversed in sketchup. As for the weird transparency thing..no clue but it only seems to happen when i open the Sketchup file in 3dsmax, when i export the sketchup as an FBX and import it into 3dsmax instead it doesn't seem to be there. Anyone have any ideas?
  16. Hello, for some reason whenever i attempt to make a prop version of some assets of mine they appear very bright and the texture maps seem weird or missing. Anyone know what might be causing this? I'm using the same .fbx and texture files i used for the vehicle versions
  17. [Help] Prop texture issues

    Oh that makes sense thank you both
  18. Hi, i've noticed a minor issue with alot of vehicle assets of mine, when zoomed out of an asset there seems to be a large white shine on some parts of the vehicle that fade when i zoom up closer. I thought maybe it was because of the lack of a custom lod model but it's only a few certain assets this issue exist. I always make my specular mask have a slightly off black color to coat the car with a slight shine. Heres an example if it helps. I don't consider it much of an issue but does anyone have any idea what might be causing such? Thank you
  19. Bright shine when zoomed away from vehicles.

    Oh i see now, the only issue on my end is that would take a lot of modifying the uvs, a lot of the time the uv doesn't really have it's own parts for example door handle or side light etc. Not sure if im explaining that well enough. But i see what you mean completely. Very useful
  20. Like say you wanted a certain part of your asset to always be illuminated no matter what? For example i'm trying to get the advertisements on the roofs of my taxis to always have light at night but only manage to get them to light up when the car is using it's breaks. The headlights are of course always illuminated but can i get my advertisements to follow?
  21. Ahh that makes a lot of sense thank you
  22. An asset i'm working on is having a weird light glitch that i first thought was because of the specular mask or something. I know it's most likely the police lights causing it, it only happens when the police lights are on and it seems the rotation of the lights light up certain parts of the car too. I'm guessing maybe the police lights are positioned awkwardly or in the center? But i don't know where to begin in asset editor because when you position the police lights, you can't see the police lights while you're doing it like you can with headlights.
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